Hidden stuff
Posted: Tue Sep 23, 2003 3:36 pm
Just wanted to make a note of my thoughts on the hidden elements of the game. I've never been a real great fan of having special rules that only a few people have, expecially when concerning combat.
My main reason for not liking hidden things is mainly due to this. Combat is a very hectic situation as is. Now, I have my set of skills and I run into combat knowing how people should react when I use them since I know how/if they can be countered. However, one individual acts completely the opposite and escapes me when I'm unaware of a method to do that. Now, is this them not hearing me and making an honest mistake, them just ignoring things and not wanting to die, or do they have some hidden skill I don't know about? (Sorry, Eric, to use our combat as an example, I know you just didn't hear the call, but it's a pretty good example)
The first two allow the character to live when they shouldn't have which is unfair (though mistakes happen and that's perfectly acceptable), but you can't inquire until well after everything is said and done and that is too late. Saying something right then helps the guy who made a mistake (though he/she may still be a little annoyed) but just pisses off the guy who was ignoring you. Now if they have a hidden skill, they generally won't want to tell you, and that creates unecessary tension as well (examples from CARPS: Conner casting fire dart or Jorj being questioned on necromancy, both of which people thought were cheated). Trusting people is well and good in a game system but honestly abusing that trust too easy to do.
Now onto new paths/disciplines that use pre-existing skills. This is cool. I have no issue with this. Like say you wanted a ninja discipline. He could have escape artist, stun, pass wall, and say vorpal. (This is overpowered due to the stun/passwall but hey it's an example). None of these are new, and players won't be surprised to hear the calls or the rules. However, they do not know of the discipline so there is still mystery without the need for special rules. Plus, keeping these balanced is easy.
My main reason for not liking hidden things is mainly due to this. Combat is a very hectic situation as is. Now, I have my set of skills and I run into combat knowing how people should react when I use them since I know how/if they can be countered. However, one individual acts completely the opposite and escapes me when I'm unaware of a method to do that. Now, is this them not hearing me and making an honest mistake, them just ignoring things and not wanting to die, or do they have some hidden skill I don't know about? (Sorry, Eric, to use our combat as an example, I know you just didn't hear the call, but it's a pretty good example)
The first two allow the character to live when they shouldn't have which is unfair (though mistakes happen and that's perfectly acceptable), but you can't inquire until well after everything is said and done and that is too late. Saying something right then helps the guy who made a mistake (though he/she may still be a little annoyed) but just pisses off the guy who was ignoring you. Now if they have a hidden skill, they generally won't want to tell you, and that creates unecessary tension as well (examples from CARPS: Conner casting fire dart or Jorj being questioned on necromancy, both of which people thought were cheated). Trusting people is well and good in a game system but honestly abusing that trust too easy to do.
Now onto new paths/disciplines that use pre-existing skills. This is cool. I have no issue with this. Like say you wanted a ninja discipline. He could have escape artist, stun, pass wall, and say vorpal. (This is overpowered due to the stun/passwall but hey it's an example). None of these are new, and players won't be surprised to hear the calls or the rules. However, they do not know of the discipline so there is still mystery without the need for special rules. Plus, keeping these balanced is easy.